Many of the smaller details (tread extrusions, bolts...) are built with matching texture and normals underneath so they can be easily taken off the model in the first LOD stage Most of the normal map was built from geometry (mostly floating though). The main body area (boxy bit) was built from a complete highpoly mesh but…
Roommates picked it up... and as pixel stated before, the particle effects are fricken awesome, it seriously brings everything together, the sound design is really nice too. The one thing that I really love, is the animations. I think I've gotten use to looking at very static movements in games as of late, but I;m loving…
your stuff is looking pretty damn amazing. I also looked at your portfolio and I'm loving that other character with the long neck, its pretty sweet. Also those textures are lookin pretty darn good to. I had a quick question about your portfolio. I'm going to redo mine, and i was just wandering if you did yours in photoshop…
Hi! I'd say aligning UV borders to pixel grid whenever it makes sense is a good practice for games, as it will minimize seams showing with lower texture resolution (mipmapping). With offline rendering, where one can use more, higher resolution textures it becomes less relevant imo. I believe stretching with decals depends…
In a game I am working for (custom engine) it makes so ugly halo around metallic vs non metallic pixels I prefer to make just the whole thing either metal or not or rather some flat shade of gray in metal channel . After all you can always compensate the issue in color channel. But it depends on texel density too. More…
Lighting update and getting some materials in there and bamboo. Currently working on homogenizing my master materials and cleaning them for reuse later, I will see how that goes. Added in some pixel depth offset into the masters so that I can easily do a dither blend on the ground. You can see the effect on the flagstones…
The high poly needs to be mostly shading error free, tiny smoothing issues are ignorable if they will be smaller than a few pixels. The normal map on the low poly will fix shading errors only if you are using a synced normal map workflow, otherwise, the lowpoly needs to be free from most shading errors. Even if you are…
Thanks for the help guys. I tried those things and they didn't work, but I noticed when I was working how MASSIVELY HUGE the shapes were. The workspace grid was so small, it wouldn't even be a pixel in that screenshot above. I parented the whole scene to a locator, scaled it down like 2000 percent, and it looks fine. No…
Hi everyone! This time it's bit more technical stuff. I write about using the stencil buffer and Unity's replacement shader rendering to get texel based masking for image effects (in my case: screen space sub surface scattering) : You can find the whole post…
Exactly this. Just because an engine could handle the polycount/texture resolution you have doesn't mean it's ok with a bunch of redundant polys/pixels. You could drop the polycount and texture sizes a ton and still have a similar-quality asset. Pretty curious as to how your texture is split up atm, and how it'd look with…